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Nullkiller: defence behavior
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AI/Nullkiller/Behaviors/DefenceBehavior.cpp
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177
AI/Nullkiller/Behaviors/DefenceBehavior.cpp
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/*
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* DefenceBehavior.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "DefenceBehavior.h"
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#include "../VCAI.h"
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#include "../Engine/Nullkiller.h"
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#include "../AIhelper.h"
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#include "../AIUtility.h"
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#include "../Goals/BuyArmy.h"
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#include "../Goals/VisitTile.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../Goals/ExchangeSwapTownHeroes.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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#include "lib/CPathfinder.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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using namespace Goals;
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std::string DefenceBehavior::toString() const
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{
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return "Defend towns";
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}
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Goals::TGoalVec DefenceBehavior::getTasks()
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{
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Goals::TGoalVec tasks;
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auto heroes = cb->getHeroesInfo();
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if(heroes.size())
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{
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auto mainArmy = *vstd::maxElementByFun(heroes, [](const CGHeroInstance * hero) -> uint64_t
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{
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return hero->getTotalStrength();
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});
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for(auto town : cb->getTownsInfo())
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{
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evaluateDefence(tasks, town);
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}
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}
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return tasks;
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}
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void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town)
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{
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logAi->debug("Evaluating defence for %s", town->name);
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auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
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auto treats = { treatNode.fastestDanger, treatNode.maximumDanger };
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if(town->garrisonHero)
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{
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if(ai->nullkiller->isActive(town->garrisonHero.get()))
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{
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tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
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return;
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}
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logAi->debug(
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"Hero %s in garrison of town %s is suposed to defend the town",
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town->name,
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town->garrisonHero->name);
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return;
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}
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if(town->visitingHero && isSafeToVisit(town->visitingHero.get(), treatNode.maximumDanger.danger))
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{
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logAi->debug(
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"Town %s has visiting hero %s who is strong enough to defend the town",
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town->name,
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town->visitingHero->name);
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return;
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}
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uint64_t reinforcement = ai->ah->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
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if(reinforcement)
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{
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logAi->debug("Town %s can buy defence army %lld", town->name, reinforcement);
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tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
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}
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auto paths = ai->ah->getPathsToTile(town->visitablePos());
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if(paths.empty())
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{
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logAi->debug("No ways to defend town %s", town->name);
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return;
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}
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for(AIPath & path : paths)
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{
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for(auto & treat : treats)
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{
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if(path.turn() < treat.turn && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
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{
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logAi->debug("Town %s is not in danger.", town->name);
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return;
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}
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}
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}
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for(auto & treat : treats)
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{
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logAi->debug(
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"Town %s has treat %lld in %s turns, hero: %s",
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town->name,
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treat.danger,
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std::to_string(treat.turn),
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treat.hero->name);
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for(AIPath & path : paths)
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace(
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"Hero %s can defend town with force %lld in %s turns, path: %s",
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path.targetHero->name,
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path.getHeroStrength(),
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std::to_string(path.turn()),
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path.toString());
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#endif
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float priority = 0.6f + (float)path.getHeroStrength() / treat.danger / (treat.turn + 1);
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if(path.targetHero == town->visitingHero && path.exchangeCount == 1)
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Put %s to garrison of town %s with priority %f",
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path.targetHero->name,
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town->name,
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priority);
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#endif
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tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, town->visitingHero.get()).setpriority(priority)));
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}
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else if(path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger)
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Move %s to defend town %s with priority %f",
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path.targetHero->name,
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town->name,
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priority);
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#endif
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tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path, town).setpriority(priority)));
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}
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}
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}
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logAi->debug("Found %d tasks", tasks.size());
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/*for(auto & treat : treats)
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{
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auto paths = ai->ah->getPathsToTile(treat.hero->visitablePos());
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for(AIPath & path : paths)
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{
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tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path)));
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}
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}*/
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}
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29
AI/Nullkiller/Behaviors/DefenceBehavior.h
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29
AI/Nullkiller/Behaviors/DefenceBehavior.h
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@ -0,0 +1,29 @@
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/*
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* BuyArmyBehavior.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "lib/VCMI_Lib.h"
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#include "Behavior.h"
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#include "../AIUtility.h"
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class DefenceBehavior : public Behavior
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{
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public:
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DefenceBehavior()
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{
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}
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virtual Goals::TGoalVec getTasks() override;
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virtual std::string toString() const override;
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private:
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void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town);
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};
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@ -55,6 +55,7 @@ set(VCAI_SRCS
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Behaviors/CaptureObjectsBehavior.cpp
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Behaviors/RecruitHeroBehavior.cpp
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Behaviors/BuyArmyBehavior.cpp
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Behaviors/DefenceBehavior.cpp
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Behaviors/StartupBehavior.cpp
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main.cpp
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VCAI.cpp
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@ -121,6 +122,7 @@ set(VCAI_HEADERS
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Behaviors/CaptureObjectsBehavior.h
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Behaviors/RecruitHeroBehavior.h
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Behaviors/BuyArmyBehavior.h
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Behaviors/DefenceBehavior.h
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Behaviors/StartupBehavior.h
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VCAI.h
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)
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*/
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#include "StdInc.h"
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#include "DangerHitMapAnalyzer.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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@ -38,7 +39,8 @@ void DangerHitMapAnalyzer::updateHitMap()
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{
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ai->ah->updatePaths(pair.second, false);
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foreach_tile_pos([&](const int3 & pos){
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foreach_tile_pos([&](const int3 & pos)
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{
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for(AIPath & path : ai->ah->getPathsToTile(pos))
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{
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auto tileDanger = path.getHeroStrength();
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@ -50,6 +52,7 @@ void DangerHitMapAnalyzer::updateHitMap()
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{
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node.maximumDanger.danger = tileDanger;
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node.maximumDanger.turn = turn;
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node.maximumDanger.hero = path.targetHero;
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}
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if(turn < node.fastestDanger.turn
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@ -57,6 +60,7 @@ void DangerHitMapAnalyzer::updateHitMap()
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{
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node.fastestDanger.danger = tileDanger;
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node.fastestDanger.turn = turn;
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node.fastestDanger.hero = path.targetHero;
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}
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}
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});
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@ -72,3 +76,11 @@ uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath &
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return info.fastestDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.fastestDanger.danger)
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|| info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger);
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}
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const HitMapNode & DangerHitMapAnalyzer::getObjectTreat(const CGObjectInstance * town) const
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{
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auto tile = town->visitablePos();
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const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
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return info;
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}
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{
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uint64_t danger;
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uint8_t turn;
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const CGHeroInstance * hero;
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void reset()
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{
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danger = 0;
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turn = 255;
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hero = nullptr;
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}
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};
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@ -40,8 +42,10 @@ class DangerHitMapAnalyzer
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{
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private:
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boost::multi_array<HitMapNode, 3> hitMap;
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std::map<const CGHeroInstance *, int> enemyHeroTreatMAp;
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public:
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void updateHitMap();
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uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
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const HitMapNode & getObjectTreat(const CGObjectInstance * town) const;
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};
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@ -15,6 +15,7 @@
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#include "../Behaviors/RecruitHeroBehavior.h"
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#include "../Behaviors/BuyArmyBehavior.h"
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#include "../Behaviors/StartupBehavior.h"
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#include "../Behaviors/DefenceBehavior.h"
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#include "../Goals/Invalid.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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@ -95,7 +96,8 @@ void Nullkiller::makeTurn()
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Goals::TGoalVec bestTasks = {
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choseBestTask(std::make_shared<BuyArmyBehavior>()),
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choseBestTask(std::make_shared<CaptureObjectsBehavior>()),
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choseBestTask(std::make_shared<RecruitHeroBehavior>())
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choseBestTask(std::make_shared<RecruitHeroBehavior>()),
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choseBestTask(std::make_shared<DefenceBehavior>())
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};
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if(cb->getDate(Date::DAY) == 1)
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@ -484,9 +484,17 @@ void AINodeStorage::setHeroes(std::vector<HeroPtr> heroes, const VCAI * _ai)
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for(auto & hero : heroes)
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{
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uint64_t mask = 1 << actors.size();
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auto actor = std::make_shared<HeroActor>(hero.get(), mask, ai);
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if(hero->tempOwner != ai->playerID)
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{
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bool onLand = !actor->hero->boat;
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actor->initialMovement = actor->hero->maxMovePoints(onLand);
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}
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playerID = hero->tempOwner;
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actors.push_back(std::make_shared<HeroActor>(hero.get(), mask, ai));
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actors.push_back(actor);
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}
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}
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#pragma once
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#define VCMI_TRACE_PATHFINDER 1
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#define AI_TRACE_LEVEL 1
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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